Hogan's Alley (video game)

Hogan's Alley

REV-A boxart
Developer(s) Intelligent Systems[1]
Nintendo Research & Development 1
Publisher(s) Nintendo
Composer(s) Hirokazu Tanaka
Platform(s) Arcade, Nintendo Entertainment System
Release date(s)

NES

  • JP June 12, 1984
  • NA October 18, 1985
  • EU December 15, 1987

Arcade

  • JP March 1985

Wii U Virtual Console

  • NA January 7, 2016
  • EU October 22, 2015
Genre(s) Retro/Shooter
Mode(s) Single Player
Display Horizontal raster, standard resolution

Hogan's Alley (ホーガンズアレイ Hōganzu Arei) is a 1984 video game by Nintendo. It was one of the first games to use a light gun as an input device. The game presents players with "cardboard cut-outs" of villains and innocent civilians. The player must shoot the villains and spare the innocent people.

Basis

Hogan's Alley was a shooting range on the grounds of the Special Police School at Camp Perry, a training facility for the National Guard of the United States. The Special Police School closed during World War II. In 1987, approximately three years after the release of the video game Hogan's Alley, the FBI Academy in Quantico, Virginia established a small, simulated city called Hogan's Alley to serve as a venue for training operations.

Description

A wall round of Hogan's Alley. The middle target is a gangster who must be shot; the lady and policeman to either side must be left alone.

The game begins with three cardboard cutouts moving into position against a blank wall and turning to face the player. The cutouts display a mixture of gangsters and innocent/friendly people; the player must react quickly and shoot only the gangsters. In later rounds, the backdrop changes from the blank wall to a city block, with some cutouts already exposed as they emerge into view. The player is confronted with five cutouts in each of these latter rounds.

After five rounds apiece in the wall and city block, a bonus round is played. Here, the player has a limited supply of ammunition with which to shoot up to ten tin cans thrown from one side of the screen, trying to bounce them onto ledges at the opposite side for points. After this round, the player returns to the wall rounds and the game continues at an increased speed.

Shooting an innocent person, or failing to shoot a gangster, costs the player one life. No lives can be lost in the bonus round. When all lives are lost, the game is over.

The game is available on the Nintendo Entertainment System and as a Nintendo VS. System Game Pak, which was installed into VS. System Arcade cabinets, both upright and the "Red Tent" Cocktail.[2] The controls consist of a single light gun. This was a rather novel input device for a game of its time and added to its appeal.

Ports

Hogan's Alley was ported to the Nintendo Entertainment System in 1985 for home use. In the United States, it was one of the original 18 launch titles for the system. Here, there are three modes: "Hogan's Alley A" (the blank wall), "Hogan's Alley B" (the town), and "Trick Shot" (shooting soda cans to bounce them onto ledges).

It was also an April Fools joke on IGN that the game would be ported to the Nintendo DS as part of the Classic NES Series using the touch screen as a substitute for the light gun. The announcement was only a prank. Parts of the game do, however, appear in form of touch screen-controlled microgames in WarioWare: Touched!, one of which is a longer microgame, and the game soundtrack is also unlockable for listening.

An App inspired by this game has been released on iTunes and Google Play under the title Mario Tactical Trainer.

Reception

Computer Gaming World named Hogan's Alley as 1988's Best Target Game for Nintendo, calling it "an entertaining variation on the theme".[3]

Legacy

Digital artist Cory Arcangel hacked the Hogan's Alley game to produce "I Shot Andy Warhol," an art piece that replaces the game's targets with images of Andy Warhol.[4]

Cameos

WarioWare, Inc. Series

Super Smash Bros. Series

References

  1. "Engaged Game Software". Intelligent Systems. Retrieved 14 September 2009.
  2. http://www.johnsarcade.com/nintendo_vs_ppu_info.php
  3. Kunkel, Bill; Worley, Joyce; Katz, Arnie (November 1988). "Video Gaming World". Computer Gaming World. p. 54.
  4. "Interview with Cory Arcangel". Seeing Double: Emulation in Theory and Practice. Guggenheim Museum and Langlois Foundation for Art, Science, and Technology. 2004-01-01. Retrieved 2012-01-27.

External links

This article is issued from Wikipedia - version of the Tuesday, February 09, 2016. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.